• Title/Summary/Keyword: Contents design

Search Result 6,891, Processing Time 0.032 seconds

Design of Bi-directional Recommend Calligraphy Contents Open-market Platform (양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계)

  • So, Kyoungyoung;Lee, Yoonhan;Moon, Kyounghee;Ko, Kwangman
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.12
    • /
    • pp.1586-1593
    • /
    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

Development of Digital Contents to Improve Computational Thinking

  • Ryu, Mi-Young;Han, Sun-Gwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.12
    • /
    • pp.87-93
    • /
    • 2017
  • The purpose of this study is to design and develop of digital contents to improve computational thinking in the online education environment. First, we planned the design and development of contents with 19 experts of Software education. Digital content was designed from the point of view of improving the educational quality and the quality of contents for the improve of computing thinking. The content type is classified into the SW education area; computer science, programming, physical computing, convergent computing, computing thinking, and software education that improves the computing thinking. And we designed 45 learning programs for each SW education area. Designed learning contents were developed in 464 lessons to suit the online education environment. The content validity of the proposed content was verified by the expert group and the average CVI value was over .83. Through this, we could analyze that the developed contents will help learners to expand their computing thinking.

A Design of XML based Scenario Manipulation Language for 3D Contents (3D 영상물 생성을 위한 XML 기반 시나리오 작성 언어 설계)

  • Jeon Hyoung-Jun;Kim Jang-Sik;Hwang Bu-Hyun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.446-449
    • /
    • 2005
  • At developing 3D contests, there are problems that it is difficult to team skills about software developing 3D contents and to product different types of 3D contents using different softwares. In this paper for solving problems, we design the Wk based scenario manipulation language. And we are able to product 3D contents using XML based scenario by developing 3D contents manipulation system.

  • PDF

Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.20-28
    • /
    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

Study on Efficient Responsive Web Design for Individual Search Contents of Korean Portal (국내 포털의 개별형 콘텐츠 검색 영역 데이터에 기반을 둔 효율적인 반응형 웹 디자인에 관한 연구)

  • Lim, Kyeng Gyu;Cho, Hee Jun;Lee, Goo Yeon
    • Journal of Digital Contents Society
    • /
    • v.16 no.4
    • /
    • pp.513-522
    • /
    • 2015
  • Various types of digital displays from PC monitor up to smart watch have been developed in response to the dramatic technological progress of electronics. Accordingly, web content creators have the need to provide web contents respectively depending on the different display environments, which increases production time and costs. As a technique for overcoming this, the responsive web design method has been proposed, which means a web page with the size of the screen being adjusted depending on the types of display. Although the responsive web system is increasingly implemented in the region of contents search pages of domestic portals, there are still many cases that contents are implemented separately for PC and for mobile. In this paper, we investigate the responsive types of the web implementation of contents search pages of domestic portal, and propose an efficient new UI for responsive web to individual types of contents search pages which responsive design is not applied to.

The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • Archives of design research
    • /
    • v.19 no.3 s.65
    • /
    • pp.5-18
    • /
    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

  • PDF

Design Trend and Improvement Strategies of Contents Developed by Teachers -Focus on Prizewinner of the Research Competition on Educational Informatization- (교사 개발 콘텐츠의 설계 동향과 개선 방안 -교육정보화연구대회 입상작을 중심으로-)

  • Jo, Miheon
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.3
    • /
    • pp.311-322
    • /
    • 2015
  • This study analyzed the trend and problems in the design of contents developed by teachers, and suggested strategies for improvement. It analyzed the contents ranked as the first level in the Research Competition on Educational Informatization for the last 3 years. Concerning the 8 types of instructional activities and the 6 types of knowledge acquisition, most contents took limited types(i.e., the individual tutoring type, the concept learning type and the principle learning type). In addition, when the contents were evaluated according to the quality certification criteria for educational software, it was found that the quality level of the design was low in many criteria. When the content analysis was applied for the in-depth analysis of design characteristics, various problems were found in the areas such as evaluation, feedback and learning objectives. Also other common problems were found in the design areas such as level-based differentiated learning, interaction between students and contents, presentation of text and narration, utilization of information on a student, screen design, the content level appropriate for students. In relation to the problems found from the analysis, some strategies for improvement were suggested concerning the following topics: question selection and guidance for evaluation, content and types of feedback, statement of learning objectives, selection of content, interaction, and screen design.

Development of A Cyber Education Contents for the Ship Outfitting Basic Design (선박 의장 기본 모델링을 위한 사이버 교육 컨텐츠 개발)

  • Kim, Mi-Sun;Park, Yong-Suk;Lee, Sangdon;Seo, Jae-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.2
    • /
    • pp.241-253
    • /
    • 2013
  • A Shipbuilding design program used in the shipbuilding industry tends to be shifted from the TRIBON software to the AM(AVEVA MARINE) software these days. Many large domestic shipbuilding companies have been using the AM instead of the TRIBON. New design software requires education programs for the necessary personnel. However the education programs for the AM are largely based on offline education. They suffer from constraints in space and time, and from high costs. This paper describes a development of online contents for the AM software that are focused for cyber education. It covers the applied process and the organization of the contents. The details of the development decisions including the security issue for the contents are described also.